sampler2D sprite;
float tangent;

float4 PixelShaderFunction(float2 pixel : TEXCOORD0) : COLOR0
{	
	float4 color;
	pixel.x += pixel.y * tangent;

	color = tex2D(sprite, pixel);
	color.rgb = 0;

	return color;
}

technique Technique1
{
	pass Pass1
	{
		AlphaBlendEnable	= true;
		SrcBlend			= SrcAlpha;
		DestBlend			= InvSrcAlpha;

		PixelShader = compile ps_2_0 PixelShaderFunction();
	}
}
